heya all,
i am instantiating some sprites at runtime and everything is working on a 32gb touch. But on the 8gb touch, unity crashes. Just turns off and quits.
( i am using sprite manager 2 and several 1024 altases )
one thing interesting is that if it makes it past the initial spawn of enemies it seems to continue instantiating without crashing.
has anyone had a similar problem, or have advice?
thanks,
Chris
it has nothing to do with 32gb and 8gb.
fact is the 8gb model is an ipod touch 2nd gen, the 32gb one is a 3GS.
the 3GS can use all 256MB of RAM for textures.
the pre 3GS ones can only use up to 22MB of texture space. so if your atlases are not compressed you simply run out of texture memory.
alternatively you run out of memory in general as you have something about 30-40mb of ram normally on the old devices (130+ on the 3GS)
Thanks so much, those numbers were exactly what i needed. I am curious. is it possible to release two versions of my game, one for 3gs and one for pre?
thanks again,
chris
normally you would want to avoid that and instead detect the model and then use different textures for example, use less content etc
interesting.
so once i detect the model, can i change the image compression settings? ( i cant use less content )
thanks
chris
no the compression is an editor thing.
you need to have both versions present in the build and use a different one depending on the generation (Resources.Load)
someone recently published a script that helps you doing exactly that 